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81 lines
2.2 KiB
INI
81 lines
2.2 KiB
INI
sys_spec_Full=2
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-- Cap frame rate at 30fps
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sys_maxfps=30
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r_vsync=0
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-- Enable framebufferfetch(256bpp) or pls if applicable
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r_EnableGMEMPath=1
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-- Skip the native upscale as a second upscale already occurs
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r_SkipNativeUpscale=1
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-- Default of 3 allocates all shaders (potentially >150 MB)
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-- 1 is most memory efficient but definitely causes hitches when converting HLSL
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-- shaders. Recommend 1 during dev, and 3 with optimized caches for release.
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r_ShadersPreactivate=1
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sys_job_system_max_worker=2
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sys_streaming_in_blocks=1
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sys_streaming_memory_budget=512
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-- This allows the generation of reflections for the ocean water. Without it, the water looks really dark.
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e_recursion=1
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e_CheckOcclusion=1
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r_Fur=0
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az_Asset_EnableAsyncMeshLoading=0
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------------------------
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-- Misc. memory buffers
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------------------------
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e_GeomCacheBufferSize=0
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e_CheckOcclusionQueueSize=512
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e_CheckOcclusionOutputQueueSize=1024
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------------------------
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-- Animation
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------------------------
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ca_MemoryDefragPoolSize=33554432
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ca_StreamCHR=1
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------------------------
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-- sys_spec_objectdetail
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------------------------
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e_Dissolve=2
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e_LodRatio=5
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e_ViewDistRatioDetail=19
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e_ViewDistRatioVegetation=21
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------------------------
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-- sys_spec_postprocessing
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------------------------
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r_HDRBloom=0
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r_SunShafts=0
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r_ToneMapExposureType=1
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r_ColorSpace=2
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------------------------
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-- sys_spec_shading
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------------------------
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r_VisAreaClipLightsPerPixel=0
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------------------------
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-- sys_spec_textureresolution
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------------------------
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r_TexturesstreamingMinUsableMips=7
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-- Due to performance issues with incremental cached shadow map updates, enable this to prevent us from culling every object in the world vs each cached shadow map each frame.
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-- If no objects are present in the level this will eliminate the need to clear the massive cached textures each frame.
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-- Set to 2 to allow distance-based updates along with script-based updates for the cached shadow maps
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e_ShadowsCacheRequireManualUpdate = 2
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r_ClearGMEMGBuffer=1
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-- Sort ligths since we have limited space in the shadowmap pool texture
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r_DeferredShadingSortLights = 3
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--Use an optimized pixel format for the lighting rendertargets during the lighting pass.
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r_DeferredShadingLBuffersFmt = 2 |